L L4D2node

float16::ConvertFloatTo16bits

0x005be830 · 276 bytes · __cdecl

_ZN7float1620ConvertFloatTo16bitsEf

Decompiled

undefined (1 param)

/* float16::ConvertFloatTo16bits(float) */

uint float16::ConvertFloatTo16bits(float param_1)

{
  int iVar1;
  char cVar2;
  uint uVar3;
  float fVar4;
  uint uVar5;
  
  if (param_1 <= -65504.0) {
    param_1 = -65504.0;
  }
  if (65504.0 <= param_1) {
    param_1 = 65504.0;
  }
  uVar3 = ((uint)param_1 >> 0x1f) << 0xf;
  fVar4 = ABS(param_1);
  if (fVar4 != 0.0) {
    if (((uint)param_1 >> 0x10 & 0x7f80) == 0) {
      if (((uint)param_1 & 0x7fffff) != 0) {
        return uVar3;
      }
      if (fVar4 == INFINITY) goto LAB_005be918;
    }
    else {
      if (fVar4 == INFINITY) goto LAB_005be918;
      if ((((ushort)((uint)param_1 >> 0x10) & 0x7f80) == 0x7f80) &&
         (((uint)param_1 & 0x7fffff) != 0)) {
        return uVar3;
      }
    }
    uVar5 = (uint)param_1 >> 0x17 & 0xff;
    iVar1 = uVar5 - 0x7f;
    if ((-0x19 < iVar1) && (-0xf < iVar1)) {
      if (iVar1 < 0x10) {
        return (uVar5 - 0x70 & 0x1f) << 10 | uVar3 | ((uint)param_1 & 0x7fffff) >> 0xd;
      }
LAB_005be918:
      return uVar3 | 0x7bff;
    }
    cVar2 = (char)-uVar5;
    if (-uVar5 + 0x70 < 10) {
      uVar3 = uVar3 | ((int)((uint)param_1 & 0x7fffff) >> (cVar2 + 0x7eU & 0x1f)) +
                      (1 << (10U - (cVar2 + 'q') & 0x1f)) & 0xffff03ffU;
    }
  }
  return uVar3;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)